Wednesday, February 25, 2015

How I Made It: TreeDudes Launch iOS Game

The Game: Arrange various tools in Rube Goldberg fashion to help the character land on a target after being flung from the launch platform. (See it in iTunes)

Tools

Cocos2d-iPhone: This is a great library. I would have used SpriteKit but it didn't exist when I started this project.

Chipmunk Physics: I bought the license so I could have the Objective-C library. Was it worth the $250? Yes. I believe it was. I didn't have to waste time mentally "bridging" between Obj-C and C. It's a high quality library.

iDraw: Vector drawing software. All artwork is drawn in iDraw. I started with InkScape, but I found iDraw was easier to use and the file format was easier to read. What? What could be easier than SVG? Well, I generated my physics environment by drawing it as a layer in the file, then parsing it and writing Objective-C to build the Chipmunk physics objects at runtime. InkScape uses a lot of transforms, and reverse engineering those got really hard. iDraw uses a zipped plist as a file format, which made it really easy to crack it open and see what it was doing. Its internals are very easy to read and understand, and made my code generator a lot easier to write. It was definitely worth the $25 on the App Store.

Audacity: Sound effects were recorded using things around the house (like a finger in the cheek for the balloon popping sound), recorded on an iPod Touch. I used Audacity to filter out the background noise and tweak the pitches and things to get the right sound.

GarageBand: My wife came up with the main menu audio loop, which I believe is just a pre-canned Apple Loop with a bit of a rhythm added in. She used the iPad version.

bmGlyph: Used for creating bitmapped fonts. I started by doing all my text as graphics in iDraw, but when I went add Spanish localization, I had to switch to text. It was also worth the $10 on the App Store. And the developer is very responsive. I e-mailed him with a couple of questions and a problem, and he asked me to send a sample file so he could see what I was seeing. He sent back some suggestions to accomplish what I was trying to do.

TexturePacker: Used to create sprite sheets to optimize my graphics footprint (a little).

GraphicsMagick: Command line tool used to crop images and prepare them for loading into sprite sheets.

Xcode: This is the de facto for Apple development, of course. I am a Vi-guy, so I used the Xvim plugin so I could feel a little more at home.

iOS Simulator: I used this mainly to debug the In-App purchases and the GameCenter interaction. It was very difficult debugging the gameplay, since the Cocos2d and Chipmunk animations were run by the simulator and were very slow.

Languages

Objective-C: All of the game is written in Obj-C. This was my first exposure to it and after the learning curve, I would prefer Obj-C over C++ for almost any development effort. (Note: I am excited by Swift, and am using it on a current project that is just getting underway.)

Python: My supporting scripts are written in Python. idraw_to_gamelevel is the script that cracks open the iDraw files and generates the Objective-C classes that implement each level. export is the script that took the manually exported png and 2x png output from iDraw, cropped out individual images, created sprite sheets, and copied them over to the right place in the Xcode project. I decided to export the 2x and 1x images separately from iDraw. I used GraphicsMagick to crop, but the quality of the scaled files (downscaled from 2x to 1x) wasn't as good.

Workflow

Once I finally zeroed in on the game concept, it took about year and a half of mornings, evenings, weekends, and burning out a few times, to get it ready to submit to the App Store.  There was a lot of learning I had to do, and I'm convinced I did a lot of things wrong. There is some major technical debt rolled into this app that I will definitely have to refactor if I do any more work on it.

I started by getting a basic GameLayer class in place. This is the class that sets up the level (menus, scenery, etc) and then is called by Cocos2d each frame. It would call Chipmunk to calculate all the physics. It also implements all the Chipmunk callbacks for collision handling. It was basic at first, then evolved into much more and took on a lot of technical debt (i.e. things I should have done better, but didn't) because I wasn't disciplined enough to refactor as I went. I just got into heads-down mode and made stuff work.

With the GameLayer in place, I could start adding levels. To create a level, I would draw it out in iDraw, then add the physics layer. The physics layer is just line segments and shapes with specific attributes that would point to more details in a JSON file. The code generator would load both files at the same time and use the attributes to generate line segments and shapes with certain collision behaviors in an Obj-C class that is loaded by the GameLayer for each level (see below for an example).

The rest is just the grinding work of producing artwork (I am not an artist, but would someday love to take the time to develop that skill), and adding functionality to the GameLayer to support new things I wanted to add to the game.

Would I do it differently if I started over?

Yes, I would. While Cocos2d and Chipmunk are fantastic libraries, the workflow around SpriteKit is just so much easier. In order to support Android, I have considered whether this game would work well as a hybrid web app using Cocos2d and Chipmunk Javascript libraries on top of the Apache Cordova framework. It's not a complex game, but some of the levels have a couple thousand line segments and other physics objects. The ChipmunkJS demo app for the Logo Smash, which also has a couple thousand objects, is pretty slow.

Have I made any money?

A little. $40, roughly. About half in early sales to friends and family, and the rest in ads after making it a free download with In-App purchase. $0 from In-App purchases, by the way. I'm not sad about it. I wrote about it recently.

Screenshots

Here are a few screenshots of my Physics generation...

Level 1
Level 1 Scene

Level 1 With Physics
Level 1 Scene with Physics Layer Visible

Level 5 Physics
Level 5 Physics Layer

And finally, here is the code generated for Level 1.

Level1.h
// AUTO-GENERATED: LEVEL 1
#import "GameLevel.h"
@interface GameLevel_1 : GameLevel
@end

Level1.m
// AUTO-GENERATED: LEVEL 1
#import "Level1.h"
#import "Character.h"
#import "FieldObject.h"
#import "CollisionTypes.h"
#import "Screen.h"
#import "Animation.h"

#define POSSIBLY_UNUSED(A) if (A)

@implementation GameLevel_1
- (bool) debug { return NO; }

- (id) init {
  if ((self = [super init])){
    self.ID = 1;
    self.gameSize = CGSizeMake(SCRNX(2048),SCRNY(1024));
    //Gems/Balloons
    [self.gems addObject:[GemDefinition gem:0 at:ccp(SCRNX(936.102388),SCRNY(599.268964))]];
    [self.gems addObject:[GemDefinition gem:0 at:ccp(SCRNX(1015.272542),SCRNY(599.268964))]];
    [self.gems addObject:[GemDefinition gem:0 at:ccp(SCRNX(1094.442735),SCRNY(599.268964))]];
    [self.gems addObject:[GemDefinition gem:0 at:ccp(SCRNX(1051.625752),SCRNY(679.538748))]];
    [self.gems addObject:[GemDefinition gem:1 at:ccp(SCRNX(973.155487),SCRNY(679.538748))]];
    [self.gems addObject:[GemDefinition gem:2 at:ccp(SCRNX(1049.410717),SCRNY(837.354861))]];
    [self.gems addObject:[GemDefinition gem:0 at:ccp(SCRNX(1173.612969),SCRNY(599.268964))]];
    [self.gems addObject:[GemDefinition gem:1 at:ccp(SCRNX(1130.096015),SCRNY(679.538748))]];
    [self.gems addObject:[GemDefinition gem:1 at:ccp(SCRNX(1007.524312),SCRNY(759.808502))]];
    [self.gems addObject:[GemDefinition gem:1 at:ccp(SCRNX(1096.744143),SCRNY(759.808483))]];

  }
  return self;
}

- (ChipmunkSpace*) createSpace {
  ChipmunkSpace *space = [[ChipmunkSpace alloc] init];
  space.gravity = cpv(0.000000,-400.000000);
  space.damping = 0.900000;
  ChipmunkSegmentShape *wall;                      POSSIBLY_UNUSED(wall);
  //LaunchPad
  self.launchPad = [[ChipmunkSegmentShape alloc] initWithBody:[space staticBody] from:cpv(SCRNX(-2.000000),SCRNY(597.000000)) to:cpv(SCRNX(230.000000),SCRNY(597.000000)) radius:0];
  self.launchPad.elasticity = 0;
  self.launchPad.friction = 0;
  self.launchForce = cpv(SCRNX(15.000000),SCRNY(0.000000));
  self.launchPad.collisionType = CT_LaunchPadSegment;
  [space add:self.launchPad];
  self.launchSensor = [[ChipmunkSegmentShape alloc] initWithBody:[space staticBody] from:cpv(SCRNX(-2.000000),SCRNY(597.000000)) to:cpv(SCRNX(230.000000),SCRNY(597.000000)) radius:0];
  self.launchSensor.sensor = YES;
  self.launchSensor.collisionType = CT_LaunchPad;
  [space add:self.launchSensor];
  //Target(s)
  self.target = [[ChipmunkSegmentShape alloc] initWithBody:[space staticBody] from:cpv(SCRNX(1815.437917),SCRNY(121.097526)) to:cpv(SCRNX(1915.267717),SCRNY(121.097526)) radius:2];
  self.target.elasticity = 0;
  self.target.friction = 2.5;
  self.target.collisionType = CT_Target;
  [space add:self.target];
  //Obstacles
  Sensor *sensor;                                  POSSIBLY_UNUSED(sensor);
  ActiveFieldObject *afo;                          POSSIBLY_UNUSED(afo);
  RotationAnimation *rotation;                     POSSIBLY_UNUSED(rotation);
  OscillationAnimation *oscillation;               POSSIBLY_UNUSED(oscillation);
  FollowPathAnimation *followPath;                 POSSIBLY_UNUSED(followPath);
  wall = [[ChipmunkSegmentShape alloc] initWithBody:[space staticBody] from:cpv(SCRNX(223.266024),SCRNY(584.583267)) to:cpv(SCRNX(209.997305),SCRNY(509.934742)) radius:4.000000];
  [wall setPrevNeighbor:cpv(SCRNX(223.266024),SCRNY(584.583267)) nextNeighbor:cpv(SCRNX(209.997305),SCRNY(509.934742))];
  wall.elasticity = 0.000000;
  wall.friction = 1.000000;
  [space add:wall];
  wall = [[ChipmunkSegmentShape alloc] initWithBody:[space staticBody] from:cpv(SCRNX(209.997305),SCRNY(509.934742)) to:cpv(SCRNX(200.227196),SCRNY(414.490535)) radius:4.000000];
  [wall setPrevNeighbor:cpv(SCRNX(209.997305),SCRNY(509.934742)) nextNeighbor:cpv(SCRNX(200.227196),SCRNY(414.490535))];
  wall.elasticity = 0.000000;
  wall.friction = 1.000000;
  [space add:wall];
  wall = [[ChipmunkSegmentShape alloc] initWithBody:[space staticBody] from:cpv(SCRNX(200.227196),SCRNY(414.490535)) to:cpv(SCRNX(192.135846),SCRNY(195.342987)) radius:4.000000];
  [wall setPrevNeighbor:cpv(SCRNX(200.227196),SCRNY(414.490535)) nextNeighbor:cpv(SCRNX(192.135846),SCRNY(195.342987))];
  wall.elasticity = 0.000000;
  wall.friction = 1.000000;
  [space add:wall];
  wall = [[ChipmunkSegmentShape alloc] initWithBody:[space staticBody] from:cpv(SCRNX(192.135846),SCRNY(195.342987)) to:cpv(SCRNX(186.883136),SCRNY(34.529300)) radius:4.000000];
  [wall setPrevNeighbor:cpv(SCRNX(192.135846),SCRNY(195.342987)) nextNeighbor:cpv(SCRNX(186.883136),SCRNY(34.529300))];
  wall.elasticity = 0.000000;
  wall.friction = 1.000000;
  [space add:wall];
  wall = [[ChipmunkSegmentShape alloc] initWithBody:[space staticBody] from:cpv(SCRNX(1798.693016),SCRNY(38.837067)) to:cpv(SCRNX(1816.270816),SCRNY(93.071957)) radius:4.000000];
  [wall setPrevNeighbor:cpv(SCRNX(1798.693016),SCRNY(38.837067)) nextNeighbor:cpv(SCRNX(1816.270816),SCRNY(93.071957))];
  wall.elasticity = 0.000000;
  wall.friction = 1.000000;
  [space add:wall];
  wall = [[ChipmunkSegmentShape alloc] initWithBody:[space staticBody] from:cpv(SCRNX(1816.270816),SCRNY(93.071957)) to:cpv(SCRNX(1817.306316),SCRNY(119.317667)) radius:4.000000];
  [wall setPrevNeighbor:cpv(SCRNX(1816.270816),SCRNY(93.071957)) nextNeighbor:cpv(SCRNX(1817.306316),SCRNY(119.317667))];
  wall.elasticity = 0.000000;
  wall.friction = 1.000000;
  [space add:wall];
  wall = [[ChipmunkSegmentShape alloc] initWithBody:[space staticBody] from:cpv(SCRNX(1931.003741),SCRNY(37.626398)) to:cpv(SCRNX(1918.337241),SCRNY(61.221718)) radius:4.000000];
  [wall setPrevNeighbor:cpv(SCRNX(1931.003741),SCRNY(37.626398)) nextNeighbor:cpv(SCRNX(1918.337241),SCRNY(61.221718))];
  wall.elasticity = 0.000000;
  wall.friction = 1.000000;
  [space add:wall];
  wall = [[ChipmunkSegmentShape alloc] initWithBody:[space staticBody] from:cpv(SCRNX(1918.337241),SCRNY(61.221718)) to:cpv(SCRNX(1913.339041),SCRNY(120.294938)) radius:4.000000];
  [wall setPrevNeighbor:cpv(SCRNX(1918.337241),SCRNY(61.221718)) nextNeighbor:cpv(SCRNX(1913.339041),SCRNY(120.294938))];
  wall.elasticity = 0.000000;
  wall.friction = 1.000000;
  [space add:wall];
  wall = [[ChipmunkSegmentShape alloc] initWithBody:[space staticBody] from:cpv(SCRNX(-2.723418),SCRNY(46.361666)) to:cpv(SCRNX(2497.276587),SCRNY(46.361666)) radius:4.000000];
  [wall setPrevNeighbor:cpv(SCRNX(-2.723418),SCRNY(46.361666)) nextNeighbor:cpv(SCRNX(2497.276587),SCRNY(46.361666))];
  wall.elasticity = 0.000000;
  wall.friction = 1.000000;
  [space add:wall];
  //Gems
  for (GemDefinition* gem in self.gems){
    ChipmunkBody *body = [ChipmunkBody staticBody];
    body.pos = gem.position;
    ChipmunkShape *shape;
    int size = 40 - (5 * gem.type);
    shape = [ChipmunkPolyShape boxWithBody:body width:SCRNX(size) height:SCRNY(size)];
    shape.sensor = YES;
    shape.collisionType = CT_Gem;
    gem.shape = shape;
    [space add:shape];
  }
  //ActiveFieldObjects
  for (ActiveFieldObject *obj in self.gameConfig.activeFieldObjects){
    obj.body = [obj.definition createInSpace:space position:obj.position angle:obj.settings.rotation rogue:NO];
  }
  return space;
} // end of createSpace()

- (void) addSceneryToNode:(CCNode*)node staticNode:(CCNode*)staticNode {
  CCSprite *image;                                       POSSIBLY_UNUSED(image);
  image = [self loadImage:@"L1-Bkg-0-0.png"];
  image.anchorPoint = ccp(0,0);
  image.position = ccp(SCRNX(0.000000),SCRNY(0.000000));
  [node addChild:image z:-999999];
  image = [self loadImage:@"L1-Bkg-1024-0.png"];
  image.anchorPoint = ccp(0,0);
  image.position = ccp(SCRNX(1024.000000),SCRNY(0.000000));
  [node addChild:image z:-999999];
}
@end

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